Im sure this has been posted 1000000 times but... Its about yet again the art work, but a diffrent complaint. im cool with the colors and all but have they said anything about bringing back some form of light radius? Like if a doors closed u cant see inside the room till u open it? Donno this adds alot of scarieness if u ask me. sry if im reposting something.
This is not a complaint about the colors, just about dungeons and light radius.
Im sure this has been posted 1000000 times but... Its about yet again the art work, but a diffrent complaint. im cool with the colors and all but have they said anything about bringing back some form of light radius? Like if a doors closed u cant see inside the room till u open it? Donno this adds alot of scarieness if u ask me. sry if im reposting something.
This is not a complaint about the colors, just about dungeons and light radius.
The developers have yet to touch upon this subject specifically. However should one consider the gameplay video, there appears a scene which touches upon your concern. Whilst the Barbarian was attempting to gain entry to a large room, whereby he was required to blast the doors to pieces, the room in question was not darkened or shaded. This too was reflected in the overhead map system. One may of course consider the video an unfinished example of certain game mechanics and systems. Such an argument may of course have a basis in truth, however the fact that two alternate systems have reflected this one particular observation may not bode well upon your concern.
Perhaps another argument to support this reasoning can be offered by one of the developers himself. According to the MTV interview, the engine was not built to handle 'smart' lighting of the sort being debated by the community. One would expect that should such a system been successfully tackled, that they would not find much difficulty in implementing the 'cool' light-radius system as mentioned.
Thus, should one consider all three factors, one may find the conclusion a bit of a disappointment.
They have officially stated that the old light radius system did not work properly in 3D, so it's not in use.
"Smart" lighting is another story all together. They could essentially do a dynamic line of sight, but whether they will or not, I'm not sure. I hope they do have a LoS system somehow.
o so if they do put this smart lighting in then there might be somewhat of a light radius?
Indeed, lighting of the sort described would be required to be smart and untaxing on average computers. As stated, the near impossibility of such a system therefore precludes its inclusion with this new engine of theirs. Whilst your concern is a slightly different thing from the aforementioned, a solution your scenario would have also meant an alternative workable solution to the initial scenario. Thus, one can conclude with a degree of certainty, that since they have yet to solve the former, one would not expect them to solve the latter. Here is the quote from the MTV interview:
http://multiplayerblog.mtv.com/wp-content/uploads/2008/08/diablo-fan-01.jpg Jay Wilson, Designer of “Diablo III”: The key thing to remember here is that this has been Photoshopped. This isn’t created by the engine. Though it looks really cool, it’s almost impossible to do in a 3D engine because you can’t have lighting that smart and run on systems that are reasonable. If we could do that, we probably would in a few of the dungeons. Now in terms of the actual texturing, this texturing, where they grayed out everything and it’s very flat and the monsters are all kind of a similar tone — that does not play well. It’s very boring to run through more than a couple of times, and it’s very difficult to tell creatures apart and pop them out of the environment. So those things don’t really work for us. A lot of the lighting stuff I think is very cool, but it’s also not very doable for us.
One may not be expecting of disappointment however. The developers have realized this from the onset, and thus have made changes to the rooms as a response to this slight handicap. As one notices in the gameplay video, monsters do not appear to stand or lounge around next to doors. Should one enter a room, one would be required to penetrate it deeply before one observes monsters. Since one would also not know what monsters lurk in such a room, deeply entering such may prove a risky proposition, of which such creatures may surround oneself. Thus, the unexpectedness, surprise, and risk factors are all adequately captured.
Indeed, lighting of the sort described would be required to be smart and untaxing on average computers. As stated, the near impossibility of such a system therefore precludes its inclusion with this new engine of theirs. Whilst your concern is a slightly different thing from the aforementioned, a solution your scenario would have also meant an alternative workable solution to the initial scenario. Thus, one can conclude with a degree of certainty, that since they have yet to solve the former, one would not expect them to solve the latter. Here is the quote from the MTV interview:
One may not be expecting of disappointment however. The developers have realized this from the onset, and thus have made changes to the rooms as a response to this slight handicap. As one notices in the gameplay video, monsters do not appear to stand or lounge around next to doors. Should one enter a room, one would be required to penetrate it deeply before one observes monsters. Since one would also not know what monsters lurk in such a room, deeply entering such may prove a risky proposition, of which such creatures may surround oneself. Thus, the unexpectedness, surprise, and risk factors are all adequately captured.
The techical side of it isn't what really concerns me, i don't believe Blizzard to not have the capabilities of including a good sort of light radius system. What concerns me more is that i think Blizzard purposely decided against a lightradius system because they believe it is critical for the player and the gameplay to instantly identify any enemy on the screen, not only identify "an enemy being there", but also instantly beiing able to see wich type it is, regardless of how dark it is or wether or not that enemy resides in a other room.
The problem is that the technical side of it IS what really concerns them. In an earlier interview, it was stated that they had tried the light radius and it wasn't working correctly; so, I would think that they would purposely decide against using it if it is not truly functional for the game. The decision does not seem to have been solely influenced by the desire to be able to immediately identify monsters.
I don't really think that the dungeon illumination that was in the gameplay video would be quite so brilliant in the actual game. I think they would go for a paler illumination. They would have had to illuminate it brightly for the gameplay video so that viewers could tell what was going on.
Therefor this "enhanced visiblity philosofy" didn't allow for things like lightradius and actual shadows, wich imo is a real shame and lost oportunity.
Actual shadows... as compared to what... theoretical shadows? A philosophy doesn't own the ability to allow or disallow for things like light radius and shadows in 3D enviornments - the technical aspects do. He did say, "it's almost impossible to do in a 3D engine because you can't have light that smart and run on systems that are reasonable."
I'll agree with Doppel here. The way a game looks depends more on design than on technology - you can make a game look good even with bad lighting. Nobody asked Blizzard to put in green hues, what does that have to do with technology? It's a design issue.
Warcraft 3 is technically 3D right? They have fog of war which is basically a light radius. Sight is blocked by cliffs, hills, trees, etc. So why is it hard to implement into diablo 3?
That would be cool if you could only see a bit into a room while you are in another room right next to it standing infront of the doorway. I think that would be better than being able to constantly see everything around you especially when your breaking down a door like the barbarian was in the trailer, yet somehow could see threw the door and everything on the other side of it before the door was down.
Maybe they could also add a camera option to allow you to turn it 360 degrees around you so, for example, if it was black in hallway and you could not see the door in front of you at a certain camera angle, then you would be able to.
I mean... They Claim the game is in 3D right... So what would be hard about adding in a 360 degree turnaround option for the camera. Unless everything really is not in 3D
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If you get personally attacked by letters through the internet its a good thing to always have a box of tissues and a band-aid around.
This is not a complaint about the colors, just about dungeons and light radius.
Perhaps another argument to support this reasoning can be offered by one of the developers himself. According to the MTV interview, the engine was not built to handle 'smart' lighting of the sort being debated by the community. One would expect that should such a system been successfully tackled, that they would not find much difficulty in implementing the 'cool' light-radius system as mentioned.
Thus, should one consider all three factors, one may find the conclusion a bit of a disappointment.
"Smart" lighting is another story all together. They could essentially do a dynamic line of sight, but whether they will or not, I'm not sure. I hope they do have a LoS system somehow.
Vote:
http://www.diablofans.com/forums/showthread.php?t=17929
One may not be expecting of disappointment however. The developers have realized this from the onset, and thus have made changes to the rooms as a response to this slight handicap. As one notices in the gameplay video, monsters do not appear to stand or lounge around next to doors. Should one enter a room, one would be required to penetrate it deeply before one observes monsters. Since one would also not know what monsters lurk in such a room, deeply entering such may prove a risky proposition, of which such creatures may surround oneself. Thus, the unexpectedness, surprise, and risk factors are all adequately captured.
well said.
The problem is that the technical side of it IS what really concerns them. In an earlier interview, it was stated that they had tried the light radius and it wasn't working correctly; so, I would think that they would purposely decide against using it if it is not truly functional for the game. The decision does not seem to have been solely influenced by the desire to be able to immediately identify monsters.
I don't really think that the dungeon illumination that was in the gameplay video would be quite so brilliant in the actual game. I think they would go for a paler illumination. They would have had to illuminate it brightly for the gameplay video so that viewers could tell what was going on.
Actual shadows... as compared to what... theoretical shadows? A philosophy doesn't own the ability to allow or disallow for things like light radius and shadows in 3D enviornments - the technical aspects do. He did say, "it's almost impossible to do in a 3D engine because you can't have light that smart and run on systems that are reasonable."
Chill, man. Chill...
Maybe they could also add a camera option to allow you to turn it 360 degrees around you so, for example, if it was black in hallway and you could not see the door in front of you at a certain camera angle, then you would be able to.
I mean... They Claim the game is in 3D right... So what would be hard about adding in a 360 degree turnaround option for the camera. Unless everything really is not in 3D